Why do so many indie devs gravitate towards bloated bullshit engines like unreal and unity instead of something that suits their use case?
Every time I see a 2D game made in unity I get the urge to vomit
Why do so many indie devs gravitate towards bloated bullshit engines like unreal and unity instead of something that...
should i learn C++? to make a vn
to make a vn
why wouldn't you use ren'py
What should I use instead of Unity?
Asmx86 and mode 13h, I guess.
don't use unreal engine
so, what should i us-
make your own game engine
wow, ill spend decades making an game engine then begin making an actual game, bravo Anon Babble
Gigachads have all moved back to RPG Maker 2003.
Based and 512-colorpilled. Nothing says "indie cred" like hand-rolling your own sprite blitter in realmode assembly. Real devs code their games in a hex editor.
Loli games doko?
Real devs code their games in a hex editor.
Fuck. I was a filthy casual using notepad and masm 5.1, sorry.
loli modeler & animator doko?
Use Unity and Naninovel: assetstore.unity.com
Do you find Naninovel too restricting? Try Dialogue System for Unity: assetstore.unity.com
If you want to expand outside of visual novel gameplay (I don't know, maybe you want to add combat or puzzles or whatever), use Game Creator 2 and its modules and hook it up to the API's of Naninovel or Dialogue System for Unity where needed: assetstore.unity.com
Don't want to use Unity? Use Renpy.
There, I saved you a minimum of two years worth of coding. All you need now is content.
any feedback on this harpy lady?
make the bottom curve so it flows into the tail instead of being completely flat (like pic related)
also make the hands pointer so they look more like talons
Runescape looking motherfucker
noted, ty!
lel, yeah still have to texture her
btw are boob bones supposed to be placed like this?
There are more and more cash grab metroidvanias. It's truly ridiculous at this point. Why do incompetent devs try hard to clone hollow knight? This will inevitably lead to 5 figure sales tops. Why bother?
Are there any Ren'Py games out there with a really good GUI?
Because honestly, everything I’ve seen so far looks like a Newgrounds flash game from the 2000s.
Is Ren'Py actually that limited, or are the devs just bad at designing UI?"
Is Ren'Py actually that limited
It's similar to an RPGMaker templating issue: one part "don't fix what ain't broken", one part "I'm here to write my chuuni anime battles and not design GUIs". With how constrained both of those engines are, there are certain limits, but most people rarely hit them. And even then, you can code shit yourself in python if you really must.
Roadwarden was mode in RenPy, and it's more of a CYOA game with a very particular style.
Is Ren'Py actually that limited
Kinda.
or are the devs just bad at designing UI?
Yes.
looks like a Newgrounds flash game from the 2000s.
Ren'py is a really good screwdriver. You *can* bend it into a vaguely working hammer, but at that point why are you using Ren'py instead of Unity?
youtube.com
i love UE4 so much
what's the best approach for going back and forth between blender and godot? i want to get a workflow going where i can easily see how my shaders work on a model inside godot, and make adjustments on my models within blender, but each time i do this with a character that's rigged, i have to import it and then do some weird thing with turning it into a scene if i want to have access to a model that has separate parts, like clothing, hair, and so forth. both fbx and gltf importing in godot show the mesh as one solid piece, and when i want to access components, it has to be a scene. is there no way to keep a format that blender can use as well here?
google "Blender Godot pipeline". I got it to a point were I could save the .blend file in Blender and I could see it reflected in Godot. For some reason I wasn't happy with it but it might work for you.
I am in a pickle.
Question about Godot vs Unity performance in 3D.
For example, I have the same map, with buildings and characters and the screen divided between 2 viewports. Would this setup be slower in Godot? Can I make it run smoothly with all tricks (culling, lod, etc) or Unity is just better?
Can I make it run smoothly with all tricks (culling, lod, etc)
yeah
I used gamejam audience to test my little idea and got at least one feedback with
I have 20 fps, wtf dude?
And I am running this low poly fps on my "gaming" laptop no problem. Quickly switched to unity, got the same framerate.
Would this setup be slower in Godot?
This kind of shit depend so much on the exact details of what you are doing, a generic answer would be pointless.
If you know what you are doing, and what you are doing is relatively standard, they are perfectly equals.
If you don't know what you are doing, Unity's probably going to be worse just because it has more 3D stuff which mean more chance you enable the wrong thing or fuck up something important.
Pick the one you have more experience with.
If you have the same experience with either (including none), pick Unity solely because you will have way more chance to get proper guides/tutorials/answers.
What about big booty shota games?
This is just me testing some stuff with Nortubel/Hirdrih characters, like optional designs/features or potential replacements.
Vahlrossa's bra thing looked impractical, so I went for a more solid armor piece while still retaining the appeal.
Bonky and Linda had the worst possible take on "cartoony pie chart" eyes, that I tried making it less bad.
I want Ivan to be buff even if still pretty, so the main thing here for him is different proportions.
Wanted Yiegour to look more "heroic" in term of proportions and also gave him different legs.
Bonka's design is arguably already great but I just wonder if these circles aren't excessive.
The thunder tattoos on Bonkette are an attempt at "mirroring" the eye cross tattoos on Bonka.
An alt hair I thought for Pamela is something "laid back", with braids and a green middle part.
Luisa looked a bit too simple, so I tried some tattoos.
Maybe this won't be the last time but I should probaby prioritize some things better.
Learn Jai.
Anyone who tells you to code in C/C++ is the real tranny.
Learn the language you need for the engine you want to use.
C++ is fucking trash anyway, literally no reason to learn it unless you want to do Unreal Engine. Making your own engine? Complete waste of time. Do not be one of those faggots, you will get nowhere. just maek gaem with Godot.
what do you like about it
it's very feature-complete and just does about everything i want out of the box. also blueprint has been a godsend since i didn't understand scripting/logic before starting a project in it
I love you niggas
nortubel this is for you x.com
damn Porntubel became a thing?
damn, dude's famous!
something that suits their use case?
Such as?
I think it's hilarious how often people say you should use C and C++ especially in right wing circles.
It's an attempt to sound smarter to the average retard who doesn't know what they're talking about but if they even tried what they taught, they'd soon realise that the majority of game devs using C and C++, are the reason games release with body type instead of sex.
That's a lot of bones for boogs.
Too many? I figured that the longer the chain, the more jiggle it has, no? Have no idea, first time making boobs.
especially in right wing circles
As a C#fag who is also a deep-end Anon Babbletard, I'm going to call bullshit - on the sole ground that any right-wing discussion involving vidya will quickly turn into "vidya are for kids and you shouldn't play nor make them". Them recommending C/C++ would be a massive improvement.
I figured that the longer the chain, the more jiggle it has, no?
Not how it work.
Amount of jiggling is a parameter you set for each bone. You can have a single bone that's hella jiggly (earrings, for example) and a massive chain that's hella rigid (dinosaur tail or something).
Boobs in complex setup do have several bones, but they tend to be set in a pyramid shape, because a single central bone never give realistic results compared to how a large mass of flesh deform.
Atleast 2 broken clocks are right at the same time a day.
Thanks for the explanation anon, guess I didn't follow the correct approach. Do you happen to have some documentation lying around about how to set up the pyramid bone for the jiggle? If not no worries, I could look for it myself.